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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-23 07:01:20 -08:00
Get out of render pass before query barriers, fix image names with samples > 1, remove image alias bit
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@ -1436,6 +1436,7 @@ void QueryCacheRuntime::Barriers(bool is_prebarrier) {
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT,
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};
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impl->scheduler.RequestOutsideRenderPassOperationContext();
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if (is_prebarrier) {
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impl->scheduler.Record([](vk::CommandBuffer cmdbuf) {
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cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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@ -19,7 +19,7 @@ VkAttachmentDescription AttachmentDescription(const Device& device, PixelFormat
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VkSampleCountFlagBits samples) {
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using MaxwellToVK::SurfaceFormat;
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return {
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.flags = VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT,
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.flags = {},
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.format = SurfaceFormat(device, FormatType::Optimal, true, format).format,
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.samples = samples,
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.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD,
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@ -10,19 +10,23 @@
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#include "video_core/texture_cache/image_info.h"
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#include "video_core/texture_cache/image_view_base.h"
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#include "video_core/texture_cache/render_targets.h"
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#include "video_core/texture_cache/samples_helper.h"
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namespace VideoCommon {
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std::string Name(const ImageBase& image) {
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const GPUVAddr gpu_addr = image.gpu_addr;
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const ImageInfo& info = image.info;
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const u32 width = info.size.width;
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const u32 height = info.size.height;
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u32 width = info.size.width;
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u32 height = info.size.height;
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const u32 depth = info.size.depth;
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const u32 num_layers = image.info.resources.layers;
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const u32 num_levels = image.info.resources.levels;
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std::string resource;
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if (image.info.num_samples > 1) {
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const auto [samples_x, samples_y] = VideoCommon::SamplesLog2(image.info.num_samples);
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width >>= samples_x;
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height >>= samples_y;
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resource += fmt::format(":{}xMSAA", image.info.num_samples);
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}
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if (num_layers > 1) {
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@ -24,7 +24,7 @@ namespace VideoCommon {
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return {2, 2};
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}
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ASSERT_MSG(false, "Invalid number of samples={}", num_samples);
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return {1, 1};
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return {0, 0};
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}
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[[nodiscard]] inline int NumSamples(Tegra::Texture::MsaaMode msaa_mode) {
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